How to get DirectX shared texture handle that is used in TouchEngine TOP Input?

RenderStream is only for communicating with a D3 server. It’s not a general protocol to work between software. UE->D3 or TD->D3, not UE->TD.

:man_facepalming: Aah, I see. I was quite confused then. :smiley: Thanks once again for your help.

Hey, pinging to find out if you ended implementing the plugin yourself after all? I’m considering giving it a shot as well, there are indeed several workflows that can be unlocked with this. Cheers!

Unfortunately I haven’t managed to get to it. It would be amazing to have this functionality, but its still waiting deep in my todo list :confused:

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hello, i’m wondering if anyone has heard of any progress on this? would absolutely love a genlocked UE->TD workflow. I’ve been looking into texture steam from LightAct which is working well, but I’d love this feature in TD… Seems like a bit of a beast to tackle though!

edit: apologies, i read the Jun 22 as Jun '22… it’s only been a month, not two years since the last post haha. nevertheless registering my interest!!

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I was looking at going down this rabbit hole witj a custom spout integration, as spout is open source and pretty direct to GPU, I had the idea of branching it and adding some form of syncing element via extra pixels, similar to what led controllers do. I still haven’t figured out how to tie that into the genlock for VP.

But reding deeper into the directX in and out TOPs that may be a better direction.

I too think this is a game changer aspect for UE and TD Integration.

I know that 2110 is coming to TD I wonder how/if sending that internally would allow for a synced signal but I’m not sure that even makes sense.

Lots of ideas, but I do think that writing a custom component for unreal that handles the directX output, and writing it for what the directX in Top needs is the best route.

There is just very little documentation around the DirectX in top to know what It needs.

I’m also confused as to why we can’t use the Already implemented Texture share from unreal, maybe developing a C++ TOP that takes advantage of it would make more sense…

I don’t think you can do this with the DirectX TOPs, as you don’t have access to control sync on the TD side for that. You would need to do it in a C++ TOP full where you are handling the sharing yourself.
We can’t integrate the Unreal TextureShare API, since that is covered under the main Unreal license, and would subject TD to Unreal’s full licensing requirements.

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fair enough, but would it not be possible for someone to create this as a custom node?

You’d have to check with Epic/Unreal how that licensing would work

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gotcha, and is there any direction that you could put me in?
regardless of lisceneing etc.
more like if im “sending” a texture share from a vanilla unreal project with the included plugin…

Sorry, I don’t know how TextureShare works, as I’m not able to look at it’s source due to the licensing limitations.

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well im making some leeway…albeit not in unreal but i did manage to create a test app that sends a texture via texture sharing and made a custom node in TD for it to receive it, and it works!

now the tricky thing is to get it to work with unreal…there is so little documentation and the documentation hat does exist is outdated and i cant seem to find half of the references…

but im kind of determind now…so will share my progress :smiley:

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short update.

the unreal texture share api/sdk is super locked off, i could not get the handle…tried many diffrent aspects and even made a small simple test app to recieve the handle, and then tried to just print the handle to a text file and just could not get it to work.

so i have pivoted and am building a custom plugin, so far so good, the biggest challenge will be getting the sync to work and implementing it into ndispaly.

@REM_Visuals Just wondering if you are re-inventing the wheel here as we have our Unreal plugin that does a lot of this work. Have you checked it out? If it doesn’t work for your project, could you tell us where it falls short?